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-   -   [ANY] Goomba Stomp (2.0.2) (https://forums.alliedmods.net/showthread.php?t=111893)

Flyflo 12-15-2009 05:48

[ANY] Goomba Stomp (2.0.3)
 


:arrow:Summary:
This plugin enables you to instant kill players by falling on their head.

Some videos of the plugin in action :
http://www.youtube.com/watch?v=szmJZfhHGOQ
http://www.youtube.com/watch?v=cWaogg3IDdc
http://www.youtube.com/watch?v=Af1u9vKgW4I
http://www.youtube.com/watch?v=jFagZfswL0Q
http://www.youtube.com/watch?v=2sKOQ8jnXBQ
http://www.youtube.com/watch?v=QDaQrd_YxWg
http://www.youtube.com/watch?v=3lZkZn4UDFc
http://www.youtube.com/watch?v=tkDvL4O43pE

:arrow: What's new ?

Version 2.0.0:
Natives and forward to enable other plugins to interact with it.
The plugin now comes in several parts:
- The core plugin, required to enable the stomp functionalities.
- Addons to make it work on different games.


:arrow: Core cvars :

Code:

- goomba_enabled 1/0 (default 1) : Plugin On/Off
- goomba_minspeed (default 360, minimum 0) : Minimum fall momentum to trigger the stomp.
- goomba_rebound_power (default 300, minimum 0) : Stomp rebound power
- goomba_sounds 1/0 (default 1) : Enable or disable sounds of the plugin
- goomba_particles 1/0 (default 1) : Enable or disable stomp particles.

- goomba_dmg_lifemultiplier (default 1) : How much damage the victim will receive based on its actual life.
- goomba_dmg_add (default 50) : Add this amount of damage after goomba_dmg_lifemultiplier calculation.

:arrow: The immunity system (require Clientprefs) :

If the immunity cvar (goomba_immunity) is set to 1, you can use those commands (in the console):
- goomba_status print your actual immunity setting in the console.
- goomba_toggle toggle your immunity setting.
- goomba_on disable immunity.
- goomba_off enable immunity.
An immune player can't be stomped but also can't stomp.
Immunity changes take effect on respawn or when you touch a resupply locker (TF2).
:arrow: Stomp damage calculation :
The inflicted damage are controlled by two cvars (goomba_dmg_lifemultiplier and goomba_dmg_add) and follow this formula:
Effective damage = (Victim's actual life * goomba_dmg_lifemultiplier) + goomba_dmg_add
:arrow: Installation :
Copy the addons and sound folder from the archive to the root of your server. The fastdownload folder only useful if you have a fastdownload server (sv_downloadurl).
The config file is automatically generated.
Require SDKHooks
:arrow: Changelog :
Spoiler

https://github.com/Flyflo/SM-Goomba-...ster/CHANGELOG

:arrow: Game specific addons:

TF2 is the only game fully supported at the moment, CS:S and L4D version are much or more proof of concept (just put the smx file in the plugins folder).

TF2 Cvars :
Code:

- goomba_cloak_immun 1/0 (default 1) : Prevent cloaked spies from stomping
- goomba_cloaked_immun 1/0 (default 0) : Prevent cloaked spies from being stomped
- goomba_stun_immun 1/0 (default 1) : Prevent stunned players from being stomped
- goomba_uber_immun 1/0 (default 1) : Prevent ubercharged players from being stomped
- goomba_undisguise 1/0 (default 1) : Undisguise spies after stomping
- goomba_immunity 1/0 (default 0) : Enable or disable the immunity system.

Downloads:
Goomba Core 2.0.3
Goomba TF2 1.1.1
Goomba CS:S 1.0.2
Goomba L4D 1/2 1.0.2
Sources here and here.


A big part of the plugin is inspired from other plugins such as: RMF Ability Pack, False Item + Achievements, Pyro++
Thanks to their authors :up:

remuald 12-15-2009 08:36

Re: [TF2] Goomba Stomp (1.0.3)
 
thx, good work ;)

onlyamd 12-15-2009 15:31

Re: [TF2] Goomba Stomp (1.0.3)
 
oooooooo, been waiting for this for some time. Is it stable? Played it on 2fort2furious servers in my earlier days and it seemed to cause some issues.

Flyflo 12-15-2009 16:16

Re: [TF2] Goomba Stomp (1.0.3)
 
It's not the same plugin. We're using it on our server since 3 months without any problem.

onlyamd 12-15-2009 17:16

Re: [TF2] Goomba Stomp (1.0.3)
 
Anyone try this in sm 1.3? Also, how do we add people to the immunity system? Lastly could you elaborate on the jump_pow?

Thanks so much, looking forward to this when I get home.

Flyflo 12-15-2009 18:14

Re: [TF2] Goomba Stomp (1.0.3)
 
The jump_pow cvar control the power of the rebound after the stomp, setting it to a higher value will result in a higher rebound.

For the immunity system, you have to use the sm_goomba_toggle command in your console to change your preferences (immunity disabled by default).
Use sm_goomba_status command at any time to know your actual setting.

onlyamd 12-15-2009 19:00

Re: [TF2] Goomba Stomp (1.0.3)
 
I understand now. I had some testers messing with it on my servers and all is well on 1.3 - Excellent job man!

drwhooo 12-17-2009 07:56

Re: [TF2] Goomba Stomp (1.0.3)
 
For some reason the old one didnt work for me... (prolly user error). New one works great though :)

psychonic 12-17-2009 08:32

Re: [TF2] Goomba Stomp (1.0.3)
 
@Flyfo

You can use Sourcemod's MaxClients constant in place of your "new maxplayer = GetMaxClients()". Also, there is no benefit to using decl instead of new when declaring non-arrays.

Flyflo 12-20-2009 08:15

Re: [TF2] Goomba Stomp (1.0.3)
 
Thanks for the advice, I updated the attachment with the modifications.

exvel 12-20-2009 11:24

Re: [TF2] Goomba Stomp (1.0.3)
 
A few suggestions about using colors.inc.
You don't need to make so complicated translations when colorizing player's name. Just use CPrintToChatAllEx function (author is a client index you want to use as team color). It supports {teamcolor} tag that is based on player's team color.
For example:
Code:

"Red Stomp Blue"
{
        "#format"                "{1:s},{2:s}"
        "fr"                        "{olive}>> {teamcolor}{1} {default}a stompé {olive}{2} {default}!"
        "en"                        "{olive}>> {teamcolor}{1} {default}goomba stomped {olive}{2} {default}!"
}


psychonic 12-27-2009 13:54

Re: [TF2] Goomba Stomp (1.0.3)
 
Flyfo:
A couple minor things I noticed.

You might want to move
PHP Code:

if(GetConVarFloat(g_Cvar_PluginOnOff) > 0.0

from FrameAction to OnGameFrame before FrameAction is called. That way you only check once that the plugin is enabled each from instead of checking MaxClients times. Also, is there a reason you used GetConVarFloat instead of GetConVarBool for that check?

Also, many of your condition checks are redundant.
Ex.
PHP Code:

return pcond >= ? ((pcond TF2_PLAYER_INVULN) != 0) : false

You don't need the ">= 0" check.

Flyflo 12-28-2009 09:17

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by exvel (Post 1023950)
Just use CPrintToChatAllEx function (author is a client index you want to use as team color)

I just didn't notice this function ^^ it's really useful.

Quote:

Originally Posted by psychonic (Post 1032968)
You might want to move
PHP Code:

if(GetConVarFloat(g_Cvar_PluginOnOff) > 0.0

from FrameAction to OnGameFrame before FrameAction is called. That way you only check once that the plugin is enabled each from instead of checking MaxClients times.

You're right, it's more logical and efficient this way.

Quote:

Originally Posted by psychonic (Post 1032968)
Also, is there a reason you used GetConVarFloat instead of GetConVarBool for that check?

No :oops:


First post and plugin updated !

bouncer 03-21-2010 12:36

Re: [TF2] Goomba Stomp (1.0.3b)
 
without...

sm_goomba_ff 1/0 (default 0) : Enable the friendly fire for the stomp (require mp_friendlyfire = 1)

will the plugin be useless then? Cause i dont want friendly fire on my server, or can the players still kill the other players?

Flyflo 03-21-2010 12:44

Re: [TF2] Goomba Stomp (1.0.3b)
 
I don't understand, you want to enable the friendly fire only for the stomp ?

bouncer 03-21-2010 13:01

Re: [TF2] Goomba Stomp (1.0.3b)
 
No, I don't really understand what that command means...

if that is set to 0 will the plugin still work? What is that command for?

Flyflo 03-21-2010 13:07

Re: [TF2] Goomba Stomp (1.0.3b)
 
Yes it'll work, sm_goomba_ff enables stomp between players of the same team when mp_friendlyfire is set to 1. By default you can just stomp players of the other team.

bouncer 03-21-2010 13:12

Re: [TF2] Goomba Stomp (1.0.3b)
 
k thanks.
installed

WGSXFrank 05-01-2010 06:30

Re: [TF2] Goomba Stomp (1.0.3b)
 
It seems that this is causing my server to crash with the latest update whenever anyone actually performs a stomp.

It was working great for months before the update.

Dumb Valve...

Flyflo 05-01-2010 10:24

Re: [TF2] Goomba Stomp (1.0.3b)
 
Ok, I'll look at it as soon as possible.

Flyflo 05-02-2010 13:09

Re: [TF2] Goomba Stomp (1.0.3b)
 
2 Attachment(s)
I tested it on my server and I had no crash, are you using the last version of sourcemod 1.3.2 ? Are you really sure it's caused by this plugin ?

Anyway you can test this beta version of my plugin, but you'll need sdkhooks.

Changelog:
Code:

1.1.0 (05/02/2010) :
- Usage of sdkhooks :
- No more team-kill stomp :(
- Best accuracy (should be 100%)
- Less resource intensive ? (removed OnGameFrame())
- Support for my custom achievement api plugin (TF_GOOMBA_STOMP)
- New cvar sm_goomba_bonked_imun

It's beta but I'm using it since several months without problem.

WGSXFrank 05-02-2010 13:39

Re: [TF2] Goomba Stomp (1.0.3b)
 
Yeah I realized I had to upgrade sorucemod and meta mod last night just a few minutes after my last post.

It's working fantastic now. In fact, it seems to be running better than it did before :D

Thanks!

I might try out your beta though. I don't use team kill stomps so it looks nice. :D

Anti Christ 05-02-2010 13:45

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by WGSXFrank (Post 1166445)
It seems that this is causing my server to crash with the latest update whenever anyone actually performs a stomp.

It was working great for months before the update.

Dumb Valve...

You're getting that too? I thought it was just my server.

So yeah, I'm getting this error too.

WGSXFrank 05-02-2010 14:08

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by Anti Christ (Post 1167975)
You're getting that too? I thought it was just my server.

So yeah, I'm getting this error too.

Yeah I fixed it though.

Just update sourcemod and metamod to the latest builds and it will work again.

Anti Christ 05-02-2010 15:01

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by WGSXFrank (Post 1168006)
Yeah I fixed it though.

Just update sourcemod and metamod to the latest builds and it will work again.

I've actually been hesitant to do so, because Sourcemod and Metamod never broke for me. Everyone else seems to have problems, though.

retsam 05-02-2010 15:10

Re: [TF2] Goomba Stomp (1.0.3b)
 
Thats pretty futile logic...

Im not sure why youd think you wouldnt need to update SM. I can definitely tell you your SM is broken if you dont have the latest.... There were all kinds of things fixed that had caused plugins to not work or crash so...

I guess if you enjoy non-working plugins and crashes, dont update?

Anti Christ 05-02-2010 15:13

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by retsam (Post 1168070)
Thats pretty futile logic...

Im not sure why youd think you wouldnt need to update SM. I can definitely tell you your SM is broken if you dont have the latest.... There were all kinds of things fixed that had caused plugins to not work or crash so...

I guess if you enjoy non-working plugins and crashes, dont update?

But that's the thing, I'm not having any problems. I've spoke to other server owners and they have had problems, but not me. I honestly don't know what happened, but if I really must update, then I will.

retsam 05-02-2010 15:21

Re: [TF2] Goomba Stomp (1.0.3b)
 
Ya, but what im saying is, there definitely is stuff broken, you just might not be noticing it...... Perhaps one of the things broken you do not use at the moment, but not upgrading would mean if you ever added a plugin that used that thing, it would either not work correctly or crash.

Anyways, I fail to see the reason why you WOULDNT want to update. Very strange logic.....

Remember, snapshots arnt released for no reason.....

Anti Christ 05-02-2010 15:23

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by retsam (Post 1168088)
Ya, but what im saying is definitely stuff broken, you just might not be noticing it...... Perhaps one of the things broken you do not use at the moment, but not upgrading would mean if you ever added a plugin that used that thing, it would either not work correctly or crash.

Anyways, I fail to see the reason why you WOULDNT want to update....

Well this makes sense.
I'll update it now, and see if it makes a difference.

ScubaSteve3465 05-14-2010 19:13

Re: [TF2] Goomba Stomp (1.0.3b)
 
the coin sounds arent working on my server

Sreaper 05-19-2010 19:43

Re: [TF2] Goomba Stomp (1.0.3b)
 
For the beta.smx, should this be changed to something else?

Code:

// Radius Check
// -
// Default: "16.0"
// Minimum: "0.000000"
sm_goomba_radius "16.0"


ScubaSteve3465 05-19-2010 22:11

Re: [TF2] Goomba Stomp (1.0.3b)
 
Every map change my cvars get reset.... i set them in my server.cfg

Flyflo 05-20-2010 07:40

Re: [TF2] Goomba Stomp (1.0.3b)
 
@Sreaper:
You can remove this part of the cfg, this convar isn't used in the beta.

@ScubaSteve3465:
The plugin auto generate a cfg in cfg/sourcemod.

Sreaper 05-20-2010 13:16

Re: [TF2] Goomba Stomp (1.0.3b)
 
Quote:

Originally Posted by Flyflo (Post 1185823)
@Sreaper:
You can remove this part of the cfg, this convar isn't used in the beta.

Alright thanks. :)

TheSilencer 06-28-2010 20:45

Re: [TF2] Goomba Stomp (1.0.3b)
 
Another reason to get this plugin

http://www.youtube.com/watch?v=cWaog...layer_embedded

IronWarrior 06-30-2010 10:55

Re: [TF2] Goomba Stomp (1.0.3b)
 
Any chance you could make a version for L4D2 please?

I know you don't often see the Survivors jumping, but there are lots of spots in the maps where you can fall on top of Infected and the SI.

sejin513 07-21-2010 20:49

Re: [TF2] Goomba Stomp (1.0.3b)
 
is it bug? when heavy (maybe all classes) ducking, players cant goomba him.

IronWarrior 07-22-2010 13:03

Re: [TF2] Goomba Stomp (1.0.3b)
 
Is anyone else updating this?

Would love to see this updated for L4D2.

eraserhead 07-27-2010 08:44

Re: [TF2] Goomba Stomp (1.0.3b)
 
- sm_goomba_jump_pow (default 300, minimum 0) : Goomba jump power


Hi,

Can someone please explain this cvar?

retsam 07-27-2010 14:18

Re: [TF2] Goomba Stomp (1.0.3b)
 
Its the repelling vertical force you get after goomba stomping someone.


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